Summon Flora

2nd-Level Conjuration
Casting Time: 1 action
Range: 90 feet
Components: VSM($) (a rare preserved flower worth at least 200 gp)
Duration: (C) 1 hour

Target. An unoccupied space that you can see within range.
Effect. You call forth a floral spirit. This corporeal form uses the Floral Spirit stat block. When you cast the spell, choose a type of plant: Arboreal, Blighted, Fungal, or Mossy. The spirit resembles a plant creature with the chosen form, which determines the Floral Spirit stat block it uses. The creature disappears when it drops to 0 hit points or when the spell ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its Move to avoid danger.
At Higher Levels. Use the higher level wherever the spell's level appears in the stat block.

Arboreal Floral Spirit

Large Plant, Unaligned

Armor Class 11 + spell level (natural armor)
Hit Points 60 + 10 per upcast
Speed 30 ft.

STRDEXCONINTWISCHA
17 (+3)8 (-1)15 (+2)12 (+1)12 (+1)10 (+0)

Damage Vulnerabilities fire
Damage Resistances bludgeoning, piercing
Senses passive Perception 11
Languages Sylvan, understands the languages you speak

Traits

False Appearance. If the plant is motionless at the start of combat, it has Advantage on attack rolls for the first round of combat. If a creature hasn't observed the plant move or act, that creature must succeed on a DC Caster Spell Save DC Intelligence (Investigation) check to discern that the plant is animated.

Siege Monster. The plant deals double damage to objects and structures.

Actions

Multiattack. The spirit makes a number of attacks equal to one third of this spell's level (rounded up).

Slam. Melee Weapon Attack: +Spell Attack modifier to hit, reach 5 ft., one target. Hit: 2d6 + 3 + Spell Level bludgeoning damage.

Blighted Floral Spirit

Medium Plant, Unaligned

Armor Class 11 + spell level (natural armor)
Hit Points 50 + 10 per upcast
Speed 35 ft.

STRDEXCONINTWISCHA
12 (+1)15 (+3)14 (+2)5 (-3)10 (+0)3 (-4)

Skills Stealth +3 + PB
Damage Vulnerabilities fire
Damage Resistances bludgeoning, piercing
Condition Immunities Blinded, Deafened
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10
Languages understands the languages you speak

Traits

False Appearance. If the plant is motionless at the start of combat, it has Advantage on attack rolls for the first round of combat. If a creature hasn't observed the plant move or act, that creature must succeed on a DC Caster Spell Save DC Intelligence (Investigation) check to discern that the plant is animated.

Actions

Multiattack. The spirit makes a number of attacks equal to one third of this spell's level (rounded up).

Needles. Ranged Weapon Attack: +Spell Attack modifier to hit, range 60 ft., one target. Hit: 2d6 + 3 + Spell Level piercing damage.

Fungal Floral Spirit

Medium Plant, Unaligned

Armor Class 11 + spell level (natural armor)
Hit Points 60 + 10 per upcast
Speed 20 ft.

STRDEXCONINTWISCHA
16 (+3)10 (+0)14 (+2)13 (+1)15 (+2)10 (+0)

Senses darkvision 120 ft., passive Perception 12
Languages understands the languages you speak

Traits

Rapport Spores. A 30-foot radius of spores extends from the plant. These spores can go around corners and affect only creatures with an Intelligence score of 2 or higher that can breathe. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other, regardless of language. The effect lasts until the spell ends.

Actions

Multiattack. The spirit makes a number of attacks equal to one third of this spell's level (rounded up).

Toxic Spores. One creature within 30 feet of the plant must make a DC Caster Spell Save DC Constitution saving throw. On a failed save, the creature takes 2d6 + 4 poison damage or half as much damage on a successful save. If a single creature fails two saving throws against Toxic Spores in a single turn, it is Poisoned until the end of its next turn. While Poisoned in this way, the creature is Incapacitated.

Mossy Floral Spirit

Large Plant, Unaligned

Armor Class 11 + spell level (natural armor)
Hit Points 60 + 10 per upcast
Speed 20 ft., swim 20 ft.

STRDEXCONINTWISCHA
16 (+3)8 (-1)16 (+3)5 (-3)10 (+0)5 (-3)

Skills Stealth +-1 + PB
Damage Resistances cold, fire
Damage Immunities lightning
Condition Immunities Blinded, Deafened, Exhaustion
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10
Languages understands the languages you speak

Traits

Lightning Absorption. Whenever the plant is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt.

Actions

Multiattack. The spirit makes a number of attacks equal to one third of this spell's level (rounded up). if two attacks hit a single Medium or smaller target in a single turn, the spirit can Engulf the target.

Slam. Melee Weapon Attack: +Spell Attack modifier to hit, reach 5 ft., one target. Hit: 2d6 + 3 + Spell Level bludgeoning damage.

Engulf. The target is Grappled by the plant and pulled into its body. The engulfed target is Blinded, Restrained, and unable to breathe, and must succeed on a DC Caster Spell Save DC Constitution saving throw at the start of each of the plant's turns or take the damage from its Slam automatically. If the plant moves, the engulfed target moves with it. The plant can have only one creature engulfed at a time.

Source: Homebrew

Changelog